When a mesh has been divided into multiple pieces seams can appear after applying morph targets. The blend shapes appear work as expected if the mesh is kept whole. ...
Multi select mode does not appear to allow the user to have multiple widgets selected at once as expected. ...
If a radial force component applies force to a BSP the editor will crash. The radial force will need to be set to affect world static objects. ...
There is a large amount of aliasing on ray traced reflections. The reflections look as expected until you zoom in on the sphere (press Z or C to zoom in/out). The reflections become very noticeably ...
LOD of Texture on Static Mesh is selected incorrectly when spawned in Sub-Level loaded by Level Streaming. This issue does not occur with Editor play, only with Launch or Packaging and Play. Accordi ...
Calling `UWidgetBlueprintLibrary::SetInputMode_GameOnly()` on a Mac results in the mouse cursor resetting to the position where the last mouse click was released instead of remaining in its current ...
The RF_WasLoaded flag is set to false for Blueprint instances in PIE if the Blueprint is edited and compiled. This is fixed by saving the level which is a simple workaround but this should be needed ...
When a user tries to add a skeletal mesh component to a blueprint with a niagara system to use the skeletal mesh with that niagara system, the niagara system will stop rendering because it does not ...
When adding a niagara system that reproduces a skeletal mesh and a skeletal mesh as components to a blueprint, the niagara system immediately updates its skeletal mesh to the most recently updated s ...